Eyeon:Manual/Tool Reference/Deep Pixel/Texture

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Deep Pixel Tools

Tool Reference

Depth Blur

Fog

Shader

Texture

Texture [Txr]

Image:Icon_Texture.png

The Texture tool can control the texture mapping of elements in a rendered image. The texture-map image (connected to the green input) can be wrapped around objects to replace the current texture. The Texture tool relies on the presence of U and V Map Channels in 3D rendered images. If these channels are not present this tool has no effect.

Note that background pixels may have U and V values of 0.0, which will set those pixels to the color of the texture's corner pixel. To restrict texturing to specific objects, use an effect mask based on the alpha of the object, or its Object or Material ID channel.

For more information, see the Auxiliary Channels chapter.

Contents


Texture Tab

Swap UV

When this checkbox is selected the U and V channels of the source image are swapped.

Flip Horizontal And Vertical

The texture-map image is flipped horizontally and/or vertically when this control is toggled on.

Rotate 90

The texture-map image is rotated 90 degrees when this checkbox is enabled.

U And V Scale

(Fusion 5.1) These controls change the scaling of the U and V coordinates used to map the texture. Changing these values effectively enlarges and shrinks the texture map as it is applied.

U And V Offset

Adjust these controls to offset the U and V coordinates. Changing the values causes the texture to appear to move along the geometry of the object.



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Tips for Texture (edit)

  • Make sure you judge your image with the HiQ switch turned on. Otherwise, the Texture tool won't do sub-pixel sampling on the texture and produce a pixelated result.
  • UV-map image must be 32 bit float to avoid steps in texture distribution.
  • If you want to have control over the sub-pixel filtering, you can scale the texture up using a Resize or Scale tool and choose your preferred filtering function there.
  • Don't feed pre-multiplied UV channels into the tool as this will produce bad edge pixels. If your UV pass comes out pre-multiplied, divide it by the alpha channel using a ChannelBoolean.


UV_Texture.comp

This is an example on how to use the Texture tool on a rendered UV Map to insert a picture into a beauty pass at comp stage.